User talk:Rask

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Maril Graccen

Class Features, Feats, and Abilities

LevelClassFeaturesFeats
1 Ardent Primary Mantle 1: Creation
Primary Mantle 2: Freedom
Level 1: Monastic Training: Ardent
Human: Hidden Talent (Inertial Armour)
2 Monk (martial variant) Improved Unarmed Strike
Flurry of Blows
Wisdom bonus to AC
Monk Unarmed Damage Progression
Monk 1: Intuitive Attack
3 Ardent Secondary Mantle 1: GuardianLevel 3: Tashalatora

Martial Monk variant

Source: Dragon
-2 skills/level
May pick fighter bonus feats she qualifies for as her monk bonus feats

Monastic Training: Ardent

May resume taking levels in the monk class after taking levels in the ardent class

Hidden Talent

Must be taken at first level
Grants knowledge of a power chosen from any list
+2 power points

Intuitive Strike

Needs BAB +1, good alignment
Fighter bonus feat
Add wisdom modifier instead of strength modifier to unarmed attacks or attacks with simple weapons.

Tashalatora

Needs: Monastic Training, Autohypnosis 5 ranks, Concentration 5 ranks
Character improves unarmed damage, AC bonus, and flurry of blows as if she was a monk when she takes levels in a class she has the monastic training feat for

Creation Mantle

Grants one Ectopic Form Feat
Ectopic Form (Amber Tunneler)
Amber Tunneler astral constructs have burrow speed equal to their move speed

Freedom Mantle

+10 foot movement speed while psionically focused

Guardian Mantle

Granted Ability: You can expend your psionic focus as an immediate action to take the damage dealt to an adjacent ally by a single melee attack. You must declare the use of this ability after you know the result of the attack roll against your ally, but before damage is rolled.

Psionic Mantles

Possible mantles, adjusted according to the rules from here: [1] (If a mantle has less than 10 powers, you can add powers until there are 10 if they fit thematically. You can also substitute thematically fitting powers for other powers of the same or lower level if there's no room.)

The below is my take on some of the mantles that interest me. Underlined indicates an added power.

Creation Mantle:

1 Astral Construct
1 Minor Creation
2 Amethyst Burst (Creates an amethyst that explodes)
3 Ectoplasmic Cocoon (Creates a cocoon around an enemy)
4 Fabricate
5 Major Creation
5 Hail of Crystals (Creates a better exploding crystal)
6 Fabricate, Greater Psionic
8 Astral Seed (Creates a new body if the old one dies)
9 True Creation

Conflict Mantle:

1 Metaphysical Weapon
1 Prescience, Offensive
2 Psionic Lion's Charge
3 Dimension Slide
4 Immovability
4 Shism (at conflict with yourself? This one is somewhat reaching)
5 Psychic Crush
5 Graft Weapon
6 Contingency, Psionic (Prepared for conflict. More reaching. Conflict is *hard*)
8 Spirit of War

Freedom Mantle:

1 Dimension Hop
2 Hustle
3 Time Hop (Escape a hazard with limited duration)
4 Fly, Psionic
5 Freedom of Movement, Psionic
5 Teleport, Psionic
6 Evade Burst
6 Inconstant Location (In keeping with the mobility theme, this is more teleporting around)
8 Teleport, Psionic Greater
9 Reality Revision (Not sure about this one. It's Wish, Psionic. As such, it grants Freedom from the laws of the world and follows the travel theme with its "move someone anywhere mode")

Guardian Mantle:

1 Deaden Blow
1 Thicken Skin
1 Vigor(More tanking! MORE!)
2 Damp Power
3 Dispel Psionics
4 Wall of Ectoplasm
5 Protection from Psionics
6 Mind over Energy
7 Energy Conversion (More protection from energy)
8 Iron Body, Psionic

Fate Mantle:

1 Precognition, Defensive
1 Precognition, Offensive
2 Clairvoyant Sense
4 Remote Viewing
4 Fate Link (See name)
5 Second Chance (tweak fate for better luck)
6 Precognition
7 Fate of One
8 Moment of Prescience (see the fated future and prevent it)
9 Metafaculty

Force Mantle:

1 Force Screen
1 Deflection Field
1 Inertial Armor (protective forcefield)
2 Concussion Blast
3 Telekinetic Force
3 Telekinetic Thrust (More violent telekinesis)
3 Ethereal Volley
4 Telekinetic Maneuver
6 Concussive Detonation
8 Telekinetic Sphere, Psionic

Physical Power Mantle:

1 Adrenaline Boost
1 Vigor
1 Claws of the Beast (improves the body's arsenal)
2 Animal Affinity
3 Graft Weapon
4 Metamorphosis (the penultimate in boosting physical power)
5 Psychofeedback
7 Oak Body
8 True Metabolism
9 Metamorphosis, Greater (the ultimate in boosting physical power)

Powers Known

Level 1

Inertial Armour

+4 armor bonus
cost: 1pp
duration: 1h/level
augment: +1 armor bonus per 2 additional pp spent
can be invisible or glow, player's choice

Vigor

grants 5 temporary hp
cost: 1pp
duration: 1min/level
augment: +5 temporary hp per additional pp spent

Astral Construct

creates an astral construct[2]
cost: 1pp
duration: 1round/level
augment: construct level increases by 1 for every additional 2pp spent

Dimension Hop

teleport 10 feet line of sight
swift action to manifest
cost: 1pp
duration: instant
augment: +5 feet per additional 1pp spent